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sh69b.d64
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fussballplatz
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Commodore BASIC
|
1995-03-30
|
3KB
|
130 lines
4 REM ----------------------------
5 REM ORIGINALWERTE FUER TEXTMODUS
6 REM IN ADRESSEN 251/252 RETTEN
7 REM ----------------------------
10 POKE251,PEEK(53272)
20 POKE252,PEEK(53265)
25 POKE53280,2
30 BA=8192:SYS58692
40 GOSUB 1000
119 REM -------------------------
120 REM HIRES-BILDSCHIRM LOESCHEN
121 REM -------------------------
130 FOR I=BA TO BA+7999
140 POKE I,0
150 NEXT
160 SYS58692
165 GOSUB 2000: REM TEXTMODUS EIN
190 GOSUB 1000: REM HIRES-GRAFIK EIN
200 GOSUB 3000: REM FARBRAM GRUEN
201 READ X1,Y1,X2,Y2
202 IFX1=999THEN220
205 GOSUB355
210 GOTO201
220 AT=0:TA=36:AB=144:GOSUB500
230 AT=18:TA=36:AB=32:GOSUB500
240 AT=0:TA=18:AB=248:GOSUB500
280 POKE198,0:WAIT198,1
281 GOSUB2000:SYS58692:POKE198,0:END
355 DX=X2-X1:DY=Y2-Y1
357 IFABS(DY)<ABS(DX)THEN364
358 FORYL=Y1 TO Y2 STEP SGN(DY)
359 X=DX/DY*YL+X1
360 Y=YL
361 GOSUB400
362 NEXT YL
363 RETURN
364 FORXL=X1TOX2STEPSGN(DX)
365 X=XL
366 Y=DY/DX*XL+Y1
367 GOSUB 400
368 NEXT XL
369 RETURN
400 YP=INT(Y/8)
410 XP=INT(X/8)
420 A1=(YP*40+XP)*8
430 AY=Y-8*YP+A1
450 R=X-8*XP
460 M=2^(7-R)
470 I=PEEK(AY+BA)
480 POKE AY+BA,I OR M
490 RETURN
500 FORX=ATTOTA
510 Y1=100+SQR(36*X-X*X)
520 Y2=100-SQR(36*X-X*X)
530 FORY=Y1TOY2STEPY1-Y2
540 GOSUB610:NEXTY,X
550 FORX=ATTOTA
560 Y1=100-SQR(36*X-X*X)
570 Y2=100+SQR(36*X-X*X)
580 FORY=Y1TOY2STEPY1-Y2
590 GOSUB610:NEXTY,X
600 RETURN
610 RO=INT(Y/8)
620 CH=INT(X/8)
630 LI=YAND7
640 BI=7-(XAND7)
650 BY=BA+RO*320+CH*8+LI+AB
660 POKE BY,PEEK(BY)OR2^BI
670 RETURN
994 REM ------------------------
995 REM UNTERPROGRAMM
996 REM HIRES-GRAFIK EINSCHALTEN
997 REM ------------------------
1000 POKE53272,PEEK(53272)OR8
1010 POKE53265,PEEK(53265)OR32
1020 RETURN
1994 REM ------------------------
1995 REM UNTERPROGRAMM
1996 REM HIRES-GRAFIK ABSCHALTEN
1997 REM TEXTMODUS WIEDER AKTIVIEREN
1998 REM ------------------------
2000 POKE53272,PEEK(251)
2010 POKE53265,PEEK(252)
2020 RETURN
2995 REM ------------------------
2996 REM UNTERPROGRAMM
2997 REM HINTERGRUND GRUEN UND
2998 REM PIXELFARBE WEISS
2999 REM ------------------------
3000 FOR I=1024 TO 2023
3010 POKEI,16*1+5:REM 16*CODE ZEICHENFARBE + CODE HINTERGRUNDFARBE
3020 NEXT: RETURN
5000 DATA000,000,319,000
5010 DATA319,000,319,199
5020 DATA319,199,000,199
5030 DATA000,199,000,000
5031 DATA001,001,318,001
5032 DATA318,001,318,198
5033 DATA318,198,001,198
5034 DATA001,198,001,001
5035 DATA160,000,160,199
5037 DATA161,000,161,199
5040 DATA000,076,016,076
5041 DATA016,076,016,123
5042 DATA016,123,000,123
5050 DATA303,076,319,076
5051 DATA303,076,303,123
5052 DATA303,123,319,123
5060 DATA000,044,051,044
5061 DATA051,044,051,156
5062 DATA051,156,000,156
5070 DATA268,044,319,044
5071 DATA268,044,268,156
5072 DATA268,156,319,156
5075 DATA035,100,037,100
5078 DATA035,101,037,101
5079 DATA035,102,037,102
5080 DATA035,099,037,099
5081 DATA281,099,284,099
5082 DATA281,100,284,100
5083 DATA281,101,284,101
5084 DATA281,102,284,102
5090 DATA160,097,162,097
5091 DATA159,098,163,098
5092 DATA158,099,164,099
5093 DATA158,100,164,100
5094 DATA159,101,163,101
5095 DATA160,102,162,102
9999 DATA999,000,000,000